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author | Fernando Sahmkow <fsahmkow27@gmail.com> | 2020-02-25 03:04:12 +0100 |
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committer | Fernando Sahmkow <fsahmkow27@gmail.com> | 2020-06-27 17:35:06 +0200 |
commit | e31425df3877636c098ec7426ebd2067920715cb (patch) | |
tree | 5c0fc518a4ebb8413c491b43a9fdd99450c7bd80 /src/core/hle/kernel/svc.cpp | |
parent | Merge pull request #3396 from FernandoS27/prometheus-1 (diff) | |
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Diffstat (limited to '')
-rw-r--r-- | src/core/hle/kernel/svc.cpp | 21 |
1 files changed, 6 insertions, 15 deletions
diff --git a/src/core/hle/kernel/svc.cpp b/src/core/hle/kernel/svc.cpp index 4ae4529f5..d7f0dcabd 100644 --- a/src/core/hle/kernel/svc.cpp +++ b/src/core/hle/kernel/svc.cpp @@ -863,9 +863,9 @@ static ResultCode GetInfo(Core::System& system, u64* result, u64 info_id, u64 ha if (same_thread && info_sub_id == 0xFFFFFFFFFFFFFFFF) { const u64 thread_ticks = current_thread->GetTotalCPUTimeTicks(); - out_ticks = thread_ticks + (core_timing.GetTicks() - prev_ctx_ticks); + out_ticks = thread_ticks + (core_timing.GetCPUTicks() - prev_ctx_ticks); } else if (same_thread && info_sub_id == system.CurrentCoreIndex()) { - out_ticks = core_timing.GetTicks() - prev_ctx_ticks; + out_ticks = core_timing.GetCPUTicks() - prev_ctx_ticks; } *result = out_ticks; @@ -1428,9 +1428,10 @@ static ResultCode CreateThread(Core::System& system, Handle* out_handle, VAddr e ASSERT(kernel.CurrentProcess()->GetResourceLimit()->Reserve(ResourceType::Threads, 1)); + ThreadType type = THREADTYPE_USER; CASCADE_RESULT(std::shared_ptr<Thread> thread, - Thread::Create(kernel, "", entry_point, priority, arg, processor_id, stack_top, - *current_process)); + Thread::Create(system, type, "", entry_point, priority, arg, processor_id, stack_top, + current_process)); const auto new_thread_handle = current_process->GetHandleTable().Create(thread); if (new_thread_handle.Failed()) { @@ -1513,13 +1514,6 @@ static void SleepThread(Core::System& system, s64 nanoseconds) { } else { current_thread->Sleep(nanoseconds); } - - if (is_redundant) { - // If it's redundant, the core is pretty much idle. Some games keep idling - // a core while it's doing nothing, we advance timing to avoid costly continuous - // calls. - system.CoreTiming().AddTicks(2000); - } system.PrepareReschedule(current_thread->GetProcessorID()); } @@ -1725,10 +1719,7 @@ static u64 GetSystemTick(Core::System& system) { auto& core_timing = system.CoreTiming(); // Returns the value of cntpct_el0 (https://switchbrew.org/wiki/SVC#svcGetSystemTick) - const u64 result{Core::Timing::CpuCyclesToClockCycles(system.CoreTiming().GetTicks())}; - - // Advance time to defeat dumb games that busy-wait for the frame to end. - core_timing.AddTicks(400); + const u64 result{system.CoreTiming().GetClockTicks()}; return result; } |